using System;
    /// <summary>
    /// Sys_Star
    /// </summary>
[Serializable]
 public class Sys_Star
    {
       private int id;
       /// <summary>
       /// id
       /// </summary>
       public int Id
       {
         get { return id; }
         set { id = value; }
       }

       private string image;
       /// <summary>
       /// 图片
       /// </summary>
       public string Image
       {
         get { return image; }
         set { image = value; }
       }

       private string name;
       /// <summary>
       /// 名称
       /// </summary>
       public string Name
       {
         get { return name; }
         set { name = value; }
       }

       private int type;
       /// <summary>
       /// 类型
       /// </summary>
       public int Type
       {
         get { return type; }
         set { type = value; }
       }

       private int requireDestroyNum;
       /// <summary>
       /// 生成消除数
       /// </summary>
       public int RequireDestroyNum
       {
         get { return requireDestroyNum; }
         set { requireDestroyNum = value; }
       }

       private int requireDestroyCount;
       /// <summary>
       /// 销毁的爆炸次数
       /// </summary>
       public int RequireDestroyCount
       {
         get { return requireDestroyCount; }
         set { requireDestroyCount = value; }
       }

       private int erasable;
       /// <summary>
       /// 宝石连接
       /// </summary>
       public int Erasable
       {
         get { return erasable; }
         set { erasable = value; }
       }

       private int canBeDropped;
       /// <summary>
       /// 是否会下落
       /// </summary>
       public int CanBeDropped
       {
         get { return canBeDropped; }
         set { canBeDropped = value; }
       }

       private int canBeBombed;
       /// <summary>
       /// 是否能被炸掉
       /// </summary>
       public int CanBeBombed
       {
         get { return canBeBombed; }
         set { canBeBombed = value; }
       }

       private int createOnTop;
       /// <summary>
       /// 置顶
       /// </summary>
       public int CreateOnTop
       {
         get { return createOnTop; }
         set { createOnTop = value; }
       }

       private int turnToBoom;
       /// <summary>
       /// 回合倒计时
       /// </summary>
       public int TurnToBoom
       {
         get { return turnToBoom; }
         set { turnToBoom = value; }
       }

       private int isTurnToDestroy;
       /// <summary>
       /// 倒计时销毁
       /// </summary>
       public int IsTurnToDestroy
       {
         get { return isTurnToDestroy; }
         set { isTurnToDestroy = value; }
       }

       private string require;
       /// <summary>
       /// 需要宝石才能销毁
       /// </summary>
       public string Require
       {
         get { return require; }
         set { require = value; }
       }

       private string damageRate;
       /// <summary>
       /// 给我方增加伤害
       /// </summary>
       public string DamageRate
       {
         get { return damageRate; }
         set { damageRate = value; }
       }

       private string mpRate;
       /// <summary>
       /// 给我方增加能量
       /// </summary>
       public string MpRate
       {
         get { return mpRate; }
         set { mpRate = value; }
       }

       private string rageRate;
       /// <summary>
       /// 给我方增加怒气值%
       /// </summary>
       public string RageRate
       {
         get { return rageRate; }
         set { rageRate = value; }
       }

       private float addEnemyDamage;
       /// <summary>
       /// 给我方造成伤害
       /// </summary>
       public float AddEnemyDamage
       {
         get { return addEnemyDamage; }
         set { addEnemyDamage = value; }
       }

       private float addEnemyHP;
       /// <summary>
       /// 增加敌方生命%
       /// </summary>
       public float AddEnemyHP
       {
         get { return addEnemyHP; }
         set { addEnemyHP = value; }
       }

       private float addEnemyAtt;
       /// <summary>
       /// 增加敌方攻击%
       /// </summary>
       public float AddEnemyAtt
       {
         get { return addEnemyAtt; }
         set { addEnemyAtt = value; }
       }

       private string addEnemyCritAtt;
       /// <summary>
       /// 增加敌人致命攻击%
       /// </summary>
       public string AddEnemyCritAtt
       {
         get { return addEnemyCritAtt; }
         set { addEnemyCritAtt = value; }
       }

       private float addEnemyDef;
       /// <summary>
       /// 增加敌方防御%
       /// </summary>
       public float AddEnemyDef
       {
         get { return addEnemyDef; }
         set { addEnemyDef = value; }
       }

       private string spreadNum;
       /// <summary>
       /// 蔓延数量
       /// </summary>
       public string SpreadNum
       {
         get { return spreadNum; }
         set { spreadNum = value; }
       }

       private int content;
       /// <summary>
       /// 占据格子
       /// </summary>
       public int Content
       {
         get { return content; }
         set { content = value; }
       }

       private string extValue;
       /// <summary>
       /// 扩展值
       /// </summary>
       public string ExtValue
       {
         get { return extValue; }
         set { extValue = value; }
       }

       private string generateArea;
       /// <summary>
       /// 宝石出现范围
       /// </summary>
       public string GenerateArea
       {
         get { return generateArea; }
         set { generateArea = value; }
       }

       private string info;
       /// <summary>
       /// 说明
       /// </summary>
       public string Info
       {
         get { return info; }
         set { info = value; }
       }

    }